Val'sharah Overview and Leveling Path

is located in the Northwestern part of the Broken Isles. Easily located by a large ominous tree that can be seen from a distance. Home of many druidic beings.

Val'sharah, a forest a plenty, green and lush. The druids sculpted this land as an image of the Emerald dream. For some, this is as close to the Dream as they can get. In Val'sharah something has gone very wrong. You will aid the druids as well as familiar dragonflight in helping to correct that which has gone horribly wrong. You will find yourself not only battling the Legion but even having to make some choices that will leave you torn and questioning if you did the right thing.

QuestingIn Legion they are introducing dynamic questing. Essentially this means that the zone you are in levels with you or you level with the zone. No matter what level you are the zone will scale to you, the player. This means you are able to choose whatever zone you wish to quest in without worrying about out leveling the zone or having it become irrelevant to your level.

To start a zone all you need to do is venture to your Class Order Hall and open up the scouting map in your missions table and select the zone. From here you will be given a starter quest to go to Dalaran and then it will lead you to the zone.

Leveling PathThis leveling path is by @TemerityMyst from <Temerity> on Windrunner-US.

Start: at Lorlathil. Malfurion is facing the inn if you want to set hearth. Malfurion will give you a ride when you’re ready to go.

After you get to the Grove of Cenarius, take the new quest.

Head back to Lorlathil and grab the 3 Archdruid quests.

First head West towards Archdruid of Lore. Grab quests and head down the ramp to the NPCs. Kill harpies, run over eggs on your mount, click the nests on the sides of trees. Complete the bonus objective and turn in the quests.

Head south towards Archdruid of the Claw. Grab the quests and head for the Nightmare Totem. Kill the chief and the 8 mobs, turn in and head down into Sleeper’s Barrow.

Take the first right turn in the cave and wake the druid up, wait for him to stand and offer his quest. Take it, and then finish the quests in the cave.

OPTIONAL: As you head East towards the last Archdruid, detour South to Lunarfang Shallows, do quests and the bonus objective, and get the treasure underwater. If crowded this area may not be worth it.

OPTIONAL: Go down here and help some Owlkin. There’s 4 easy quick quests, no real reason to skip them.

Head Northeast towards Archdruid of the Vale.Kill Xandris right away, then make your way East and up the ramp you’ll find there towards the cave. Free Evelle and head back outside.

Finish the Bonus Objective as your make your way to the Den of Claws. Complete the fight there and then head for the Grove of Cenarius.

Stop and do this quick quest from Syndrelle on your way, then head to the Grove of Cenarius.

Talk to Ysera after the cutscene at the grove, and then go Northeast to the Temple of Elune. Grab the flight point and treasure nearby, then go inside the temple and turn in. Work on the quests outside and finish the bonus objective before you turn in.

You’ll receive a quest to go back to the Grove of Cenarius. Delay that and head North to the corpse on the road. Take the quest.

Go to Bradensbrook, grab the flight path, then get to work on the quests. At the end take Jarod’s ride to Black Rook Hold.

Work on the quests and the bonus objective inside until you’re done with both. Now you can either hearth to Lorlathil or run down to Bradensbrook and fly to the Garden of the Moon. Head back to the Grove of Cenarius.

Talk to Ysera again and take the ride to look for Malfurion. Talk to her when you land, take the quest and go be OP with your Extra Action Button for a minute. Turn in the quest.

Head East towards Andu’talah. After the cutscene talk to Tyrande and follow

Meet Tyrande at the refuge, Grab the flight point and quests, and get busy! Once you’re done here you’ll be headed to the final area.

Finish: Complete the Bonus Objective and the questline in the area and you’re done!

Rewards

There are many rewards you gain for completing a zone. Toys and Pets are unique to their zone, but something all zones do share is vast amount of Artifact Power. However the amount of Artifact Power you get through questing and hidden treasures varies a little bit.

Completing the Zone, ensures the max artifact power gained for that zone. If you would like to make sure you didn't miss out on any Questor's Glory check the list! This also ensures that you work towards which unlocks an artifact skin!

In working through a zone, you do earn quite a bit of Reputation with the faction for that zone. For example Val'sharah rewards you with Reputation for the . If you start fresh in this zone, you can finish the zone with honored reputation simply through questing. You will also complete the achievement for this zone which is needed later for when flying becomes available.

Treasure HuntingWhen you become honored with the faction made for that zone, you can unlock a from the quartermaster. This map will help you see hidden treasure boxes located in that zone that you may have missed while leveling.

Most treasures in Highmountain rewards Artifact Power items, , Champion follower gear, and some vendor trash. This is different from Warlords treasures where each treasure had a unique reward.

Zone highlights for Val'sharah is learning quite a bit about Druids and Elune. As well as the Emerald Dream and the Emerald Nightmare. You will also learn a bit about where a particular Warden has gone off too and about Lord Ravencrest. The dungeons located in Val'sharah are and . raid is also located here. The world bosses and .

Blizzard

In this zone preview, we sat down with Senior Game Designer Steve Burke to talk about Val’sharah and learn more about what you’ll experience there. Within these densely forested lands, you’ll find the very heart of druidism. This is the location of the Grove of Cenarius, where the demigod first met Malfurion Stormrage and later began his training.This is also where the Emerald Nightmare’s influence bleeds into Azeroth, corrupting the land. You'll also find key places such as the tainted world tree Shaladrassil and the dungeon Black Rook Hold—an elven fortress that dates back to the War of the Ancients.

Enraptured Woodlands Composed by Edo Guidotti and Jason HayesQ. How would you describe the zone’s ambience? What’s it like?Steve Burke: We were really shooting for what would be the closest to the Emerald Dream realized on Azeroth. Every square inch of this forest has been manicured by the druids for hundreds of years. We’ve got the Grove of Cenarius here, so that’s the fount of all druidism, right? That’s where all these uber Arch Druids have trained, so a lot of big history has happened there.

Then juxtaposed with this, we have the Emerald Nightmare. It was exciting, but it was tough for us to pin down how we would execute on that. We had some fits and starts, but I really like where it landed. You’ve got this big transition of “Hey, in the last week or two the World Tree that’s there has become completely corrupted.” It’s spreading throughout the forest, and I think we’ve got that really cool battle line drawn right through one of the Arch Druids’ groves. It’s just being taken over so you really get to see that cause and effect and contrast. Seeing what it does to the druids and the creatures—the centaur and the dryads—is really cool. We also have Xavius, who’s a villain who has a little bit of familiarity, so we didn’t have to do too much to establish him. You get to hate him right away.To break that up, we really felt we needed Black Rook Hold for something a little different. We have a Gilnean village at the foot of Black Rook Keep, where they’ve carved out their own little area that wasn’t being used by the druids. It’s that classic little village in the shadow of the keep above.Q.Which locations would you say are some of your favorites, and why?Steve Burke: Black Rook Hold is definitely one of my favorites. This point of interest (PoI) in particular is my favorite because I had a blank slate. I could say, “OK, as a designer what makes the best PoI?” Not just art, but the gameplay and hitting that fantasy. I sat down with Julian Morris and other leads and talked about previous points of interest where you could stand in them and just digest the whole thing. It’s not accessible, and you can’t necessarily reach it, but you can get that goal of, “Oh man, I can’t wait to get into that place or up over the hill.” It kind of tells its own story just by looking at it. The setting already kind of speaks to you, and then we can focus on the little local stories and just have fun weaving you through. Especially something this epic where you gradually get there in the end. You’ve kind of solved a mystery—or set the stage for a dungeon, in this case. It’s really great.

Another one is the Grove of Cenarius, and that is one of my favorites just because of all of the history. This is Cenarius. This is where he is. It was hard making this zone just in regard to how much druid lore we have out there. All these big characters—how do we do service to them all? If we threw everything in here, your head would be spinning. You’d get to spend two seconds on this character, and then you wouldn’t be able to really know them.So we’re talking about the story that we want to tell as you go through the zone that takes up a little bit of player bandwidth just to say, “Ok there’s Xavius again and the Legion has empowered him. They’ve kind of resurrected him and now he’s impacting this force.” So a part of the story. How many characters do we get to fit in here without blowing the player’s mind? It was just clear Cenarius had to be here, but he’s so big and he’s so powerful, how can we have a crisis here if he’s part of the picture? He can just blow anything away, right? I like the way it landed where he’s just so interconnected with the Emerald Dream that when the Emerald Dream is under assault by the Nightmare, it has affected him in a very serious way. So we got to have him in the zone visibly, just not in a state where he can really impact events.

We can also still play with big characters—we’ve got Malfurion, and later we have Tyrande in there. That was tricky, since both Horde and Alliance interact with her. With her chasing after Malfurion, who’s been lost, there was enough urgency that it felt OK for her to use you as a Horde player, to set our differences aside for right now. For her, it’s a matter of making some very difficult choices between her husband and her duty to the Temple of Elune.With the Temple of Elune, it’s under siege, and there’s a lot to lose there. This was something I always wanted to build towards—we’ve never seen anybody of Elune’s stature physically in the game. How do we get that to happen? Q. Why do you think a player would want to start in this zone first?Steve Burke: I would say they shouldn’t—they should save it for last. It’s tricky though. All of the zones are great. I hope this is where druids are going to want to go. They should feel like this is their place, and if they don’t, I’ve done something wrong. That was day one where I was like, “Ok, I get to play with Val’sharah. Obviously, we have got to play these druids up in a way we just haven’t done before in the game.”There’s been a lot in our lore that talks about how important they are, but here I just wanted to give them a story that would be super intimate to them—playable and appreciable by everybody, but one that would really resonate with them. Their Class Hall is here, but I wanted the zone and the zone story to be something they could connect with in a special way, so hopefully we did that.

Q. What is it that will bring them back to this zone?Steve Burke: Mechanically, we have World Quests—that’s the easy answer. Storywise, there’s an epic story that goes through and touches on Black Rook Hold with Illidan. We’ve got the level-up dungeon, which is the Darkheart Thicket underneath the World Tree, and we’ve got the max-level dungeon with Black Rook Hold, so that will definitely bring you back.But yeah, the World Quests—hopefully we set the table for you so that it will bring you back and put you into that familiar setting where you can keep helping to push back the Nightmare.

Q. Is there anything else that players should look forward to here?Steve Burke: There are a lot of little touches everywhere, but I don’t want to spoil anything for anyone who’s looking forward to that exploration.

댓글

Vazov의 댓글

Amazing guide! I love how you included Companions and Toys as well! Thank you!

Loralise의 댓글

Thanks for the guide! In step 14, do you need to complete any specific quest to open the bonus objective or can you just go straight to it?

efenzl의 댓글

So, I have earned the "That's Val'sharah Folks!" achievement, and can find no more quests, but I am still only friendly with the Dreamweavers - and I've even run the dungeon once. Not sure what I missed.

jabberw00kie의 댓글

Wonderful guide! It provides a very fluid and easy to follow route through the zone. When coupled with a guide for location treasures and rares, it make full completion of each zone much less of a headache! Thanks for all you do.

linksilverblade의 댓글

There is one more pet in the zone. He is in the Heathrow Manor on the upper floor. His name is Grumpy.

RCanine의 댓글

You're missing a step at step four. I had to complete the quests beginning with 털뭉치 in order to be offered 대드루이드 깨우기. Otherwise Koda Steelclaw wouldn't wake up no matter how hard I clicked her (and I clicked him pretty hard).

Swatcher의 댓글

So sad... 길잡이의 은혜 never made it to live :( the comments infer.Seeing it on this list i got so excited :(, hope it comes in at some point :).

Cimegs5088의 댓글

There's a single quest from a dryad at 54.30, 68.25 which requires you to grow trees as wisps.

Seems to be missing from the list. It's just slightly north of Lorlathil's fp on map.